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dugman

dugman

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  • The devs already mentioned recently that they’re unhappy with Dead Hard’s stats so it’s fairly likely they’re already tinkering with changing it. We just don’t know the details.

  • Neither Wraith nor Ghostface is permanently Undetectable. Wraith has to Decloak to attack, and Ghostface is frequently snapped out of Undetectability including after an attack. The only killer in the game that is permanently Undetectable is Evil 1 Meyers.

  • @DBDVulture said:

    The shape should be one of the easiest killers to modernize.

    1. Remove the tier 1 penalty speed unless you want to give him permanent +5% speed for T2/T3 later. Remove the "mini" lunge.
    2. Put multistalking back in the game. It was such a mistake to remove this feature. If you can see several people you should drain them at the same time.
    3. Make his power activation be like Oni's where you have to charge the meter to full and then press the button again to activate the power.
    4. Since Ghostface got his expose timer increased the Shape should probably have his numbers adjusted. It should be far easier than it is now to get out of T1 (50% faster). It is completely unacceptable that you just need to "give up one generator" to get out of your initial weak state.
    5. Let The shape break pallets by swinging at them when he has tier 3 active. Alternatively why not go with the more loreful idea "that he cannot be stopped" and have pallets that hit him while in T3 automatically break as if he had spirit fury.

    Note: Since MM is unique in that the number of survivors on game start determine how much power they each get when a player d/cs from the game it should distribute that player's "stalk" potential to all remaining players.

    A permanently undetectable 115% speed killer is probably a bit too good. I could maybe see him moving at 110% or even 108% though.

  • @RenRen said:

    I still don't understand the point of bff. What's the point of increased movement speed at endgame? Noed does the same thing except it also has exposed.

    Increased movement speed helps Legion secure downs on injured survivors (since they can't easily down survivors directly with Feral Frenzy). So the idea is in the last couple of minutes of play Legion having a movement boost might get an extra down or two in chases assuming the survivors are already injured or easily reinjured quickly with Frenzy.

    Also note that BFF stacks with any other movement speed buff, including NOED. So they can run both and have a 9% base speed bonus in the end game along with the Exposed hits from NOED if anybody's healthy. They could even hypothetically go all in with Play With Your Food and move up to 124% survivor speed without using any other ability (and that's before any bloodlust!)

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915382#Comment_2915382

    .... I'm "mocking" someone for wanting slugging to be buffed. I'm done responding to you, you clearly cannot read.

    Lol sure

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915376#Comment_2915376

    So if I don't think slugging should be hugely buffed that means I think there's "something wrong" with slugging?

    No, but you mocking someone for liking slugging implies you think there’s something wrong with it. Just say what you mean, bro.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915364#Comment_2915364

    Does not mean that the recovery regression was a good idea in the first place.

    I didn’t say it was. The change sounds fine to me.

  • I was responding to your implication there is something wrong with slugging. Hard to read what you said without that being the implication.

    "Sad slugging wasn't buffed" just say what you mean bro

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915191#Comment_2915191

    my guess is they will release a similar style map or something, I am sure they couuld de-stranger things it,...laboratory type maps are fun.

    Totally, I liked Hawkins overall. 🙂 Hopefully they’ll do something similar again at some point.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915154#Comment_2915154

    they should just change out graphics and re-use the map.

    Right, that’s what I was saying, replacing all the graphics is probably most of the work in making a brand new map anyway.

  • On a total tangent I player Deathslinger the other day with Ruin and Haunted Grounds. My Deathslinger is pretty bad because my aim sucks, and unfortunately midmatch the very first totem they cleansed was the Ruin, so I was going into the endgame with everybody alive and about five or six hooks I think. But then at the end, when the gens finished, I was chasing a survivor and someone destroyed Haunted Grounds! 😄 I’m guessing they were worried about NOED so they unintentionally gave me the same effect for 60 seconds. Ended up downing three in a row before it was over, it was pretty ironic since they’d have been better off if I had actually run NOED in the first place like they thought!

  • 🌽 🌽 🌽 😡 🔪 🌽 🌽 🚜 🌽 😐 🌽 🌽 🏡 🌽

  • Optimal strategy is probably to leave the pallets you aren’t worried about to save a bit of time getting back into a new chase. Personally though I just break all the pallets mostly because it’s fun breaking stuff. 😄 Plus I’d just as soon err on the side of having no pallet versus having a pallet that’s a problem later.

  • @GuyFawx said:

    I still dont understand why they couldnt revamp the map enough and remove its name and any objects associated with stranger things and release it so it no longer had ties. I also realize too that its a legal thing probably to just not be held accountable for anything missed oh well.

    I’m guessing that basically the work involved with that would be almost as much as making a brand new map from scratch since it would mean revamping almost all the art assets in it.

  • The streamers I like to watch on Youtube currently are OhTofu and RedsGamingGears. They’re both solid killer players with entertaining positive attitudes who like to experiment with lots of different builds and killers.

  • 1600 hour survivor

    900 hour survivor

    13 hour survivor

    So was the 13 hour survivor in a swf with the others? If so the system just takes the average MMR of the group to find a killer so the killer could end being somewhat low rated.

  • Probably a backfill situation.

  • Walking Dead definitely has some good material for this game. I’m not sure if they’d get the license though since other companies currently make Walking Dead games and there could be a conflict there.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915006#Comment_2915006

    I really don't know the pip system to well. Do you get a pip if you do a 4k no matter how short the game is or can you technically screw yourself by being to good

    The pip system is kind of convoluted but I think you almost always would get at least 1 pip on a 4k unless possibly it was a super short match where you did literally nothing but slug a bunch of survivors with no chases and they all bled out. 3k though isn’t always a guaranteed pip at high grade.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2914987#Comment_2914987

    https://forum.deadbydaylight.com/en/discussion/comment/2914991#Comment_2914991

    Okey so the argument is trash good to know.

    The dev said the game sees it as four individual 1v1s wich I think is stupid since the killer has to go up and beyond the balancing to "win" while a survivor can throw over the team and run out as soon as the gates are open and it's a win for them. I think team work should be a bit more concern

    Just FYI the devs did mention in the matchmaking update blog this week that they are looking to eventually tweak the MMR so that the survivors are treated as a group for the MMR instead of individuals. So their philosophy of “semi-cooperativeness” might be evolving.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2914991#Comment_2914991

    Irony is with the old emblem system 2 kills would net you a pip, now its pretty much -1 LOL

    Depends on your rank, up to about Gold 2 kills would be a pip but Gold and Red you need 3 kills typically to get a pip and you might even lose a pip at 2 kills if you’re red if it was a really short match and you didn’t do much.

  • Seemed pretty normal to me yesterday. I played Huntress which is one of my worst characters (my aim is garbage) so I know my MMR with her is probably kind of low and the survivors I got seemed so-so as well. I also didn’t have a long queue time or anything.

  • Yes, the devs have said the intended balance point is around 2 kills per game on average, presumably with the median results being in the 1-3 kill range. Basically they want most games when both sides play equally well to not be everyone lives or everyone dies, they want it in the middle somewhere.

    And yes, that does imply the gates are supposed to be open at the end of most matches. Anybody who says the gens should only be done “half the time” or say a killer failed “when the gens are done” doesn’t understand that the game isn’t set up that way.

  • There’s two ways to answer this question - what would you do “that’s actually possible and practical to do under the current engine”, versus what would you do “if you were designing Dead By Daylight 2 from scratch to replace the current version”. Some of the ideas people are posting aren’t feasible in the current version of the game according to the devs (e.g. they’ve already nixed any hope of adding a replay system in the current engine.) But if we’re talking about making a new game from the bottom up then those things are possible.

  • @SMitchell8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2913851#Comment_2913851

    Yeah I genuinely don't get lethal pursuer at all. Its common knowledge where survivors will spawn and I find them within seconds as im sure most killers do.

    It’s all about getting the first down as quickly as possible. Sure, you’ll find a random survivor in about 30 seconds without it, but with it you will be in a chase within 10 seconds, even if they try and hide, and also know exactly where all four actually are running to for future reference. Shaving 20 seconds off the first down and knowing in advance where to go after that is worth the perk slot.

    In fact it could even be worth running both Lethal Pursuer and Corrupt Intervention simultaneously since the main weakness of Corrupt Intervention is when all four survivors try to hide it out. Yeah, you’ll be down two slots in the midgame, but you’ll have gotten a quick down in the very early game plus have already stalled the gens considerably which might be worth that midgame tradeoff.

  • DbD Mobile was developed from the bottom up by a separate development team. So it's got a bunch of things that are different from the PC version, including how the bloodweb works, custom matches against bots, how the mission log works, etc. Honestly DbD Mobile is a great version of the game, the only reason I don't play it is that trying to control a killer on the tablet is a nightmare. But I'd love to see some of the Mobile features make their way some day to the PC version.

  • I just play whatever killer I have a mission for each night, but I like Hag well enough. 🤷‍♂️

  • Dying Light isn’t a great perk, that’s true. In particular the fact that it buffs a survivor at the very start of the match and gives the killer no immediate benefit at all means the killer is literally worse off at the start of the match when they run this perk than if they ran nothing at all. It can pay off once you can get four or five hooks, but if you get off to a bad start it actually hurts your chances of catching back up.

    I do think one thing you said is slightly off

    First of all, it’s a perk that incentivizes you to ignore the Obsession and go for the other survivors. ...

    That’s not quite right, Dying Light doesn’t incentivize you to “ignore the Obsession”, it just incentivizes you not to “kill the Obsession first”. There’s absolutely nothing wrong with chasing and hitting and downing or even hooking the Obsession, just don’t prioritize killing them first before everybody else. Typically when I run this, for example, I tend to slug the Obsession so they’re still out of the picture while I hook someone else. And generally speaking slugging one survivor and hooking another is a decent strategy, you’re trading off a hook to gain 10 second of additional chase time on a different survivor which can significantly increase your pressure on the survivors as a whole compared to always hooking on every down, depending on the situation.

    I also typically combo Dying Light with Dark Devotion, for example, so I can hit the Obsession and injure them, they run off, and then I get an ambush on a different survivor and hopefully a quick down and hook on them since I’m now Undetectable.

    Besides, even if hypothetically you do happen to be in a position where you can quickly eliminate the Obsession, great! Go for it, Dying Light isn’t stopping you and now you’re in a 3v1. But 75% of the time the Obsession isn’t the one you’ll aim to eliminate first.


    So TLDR I totally agree that Dying Light could probably use a buff. I would either remove that boost the Obsession gets, or make the first hook worth 10% or 15% slowdown and the rest 2% per additional hook, something like that, so that at least the perk can immediately ramp up to a decently noticeable slowdown right from the first hook.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2914036#Comment_2914036

    Dead Hard still exists.

    My point is that just because it hasn't been addressed yet doesn't mean it isn't an issue.

    BHVR usually moves very slowly.

    Yeah they're slow, but they've explicitly said they're working on Dead Hard because they're unhappy with its stats. Do you really think they've looked at Dead Hard's stats and not at NOED? I guarantee they've examined NOED and just haven't found an issue while they did find a problem with Dead Hard.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2914033#Comment_2914033

    My point is sbmm put a very bad killer against a surv with 4.700 more hours than him only because he gets free kills with noed

    Or much more likely is either he or you got backfilled into the match because one of you had been waiting a long time and it has nothing to do with NOED.

  • I didn’t notice anything unusual yesterday but I’m not sure when the switch was done. 🤷‍♂️

  • I’m totally onboard with putting in the character portraits. It sounded like the devs might have liked that idea too so maybe it’s already in the pipeline even?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2913859#Comment_2913859

    Alternatively, it took BHVR 5 years to do anything about Iri Head despite it being blatantly overpowered.

    Sure, but they did eventually nerf it, along with a lot of other things like keys and moris and a bunch of other things that came on long after NOED complaints have been around. If NOED was that bad it would have been higher in the pipeline than, say, Iri Head or Pinky Finger, etc.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2913859#Comment_2913859

    I have 5.000 hours as surv and I play against killers with 30 hours that make 0 hooks before egc. How do you think this is possible? Of course at the end they have noed

    And you also probably face killers without NOED that get 0 hooks, what’s your point? Other than that NOED is a universal perk available to all killers on their bloodwebs without needing dlc?

  • I’m skeptical about claims of NOED being overpowered because if it were actually that broken we probably would have seen stats showing correlations between NOED and higher kill rates than other perks provide. It’s one of the most complained about perks on the forums and yet I have never seen data showing it’s better than, say, Haunted Grounds which nobody complains about. Most of the complaints instead seem to be things like “it’s not fun to go against” or “it rewards bad play” or things like that which are just subjective playstyle preferences. That and the common misconception that “if the gens got done the killer was bad” when in reality the game is intentionally designed so that if the survivors play as well as the killer the median result is 1-3 kills with the gates open. Gens being done is supposed to be the norm, not the exception, when the survivors play well.

    So yeah, I’m pretty sure if NOED was really correlated with high kill rates it would have been called out by the devs by now.

  • I think Nurse is the hardest killer to play well. Her ability is finicky and if you don't play her regularly the timing can be difficult to get. Plus all the blink stun and instant changes of views can be confusing.

    Aside from Nurse, I would say being able to reliably hit people with either Hillbilly's chainsaw or Blight's lethal rushes can be somewhat tricky. Getting around the map is very easy with both of them, but being able to land hits with their special attacks when a survivor is actively using obstacles in your path can be challenging. Oni can be somewhat awkward too sometimes when he's powered up but he's still more forgiving than Hillbilly in terms of missed collisions and steering.

    Personally I'm a terrible shot though, my Huntress and Deathslinger aren't great because I only play them about once or twice a month so my aim is truly awful. I think they're probably easier to get better with than the others I mentioned, but if you're like me and just never play them much then when you do play them it can be whiff city.

  • Thanks, yeah I noticed that after I posted my reply above. They were on the ball implementing it!

  • @Agt_Scully said:

    https://forum.deadbydaylight.com/en/discussion/comment/2913289#Comment_2913289

    I can't believe they removed the grades from the post-game screen! Its hard to believe that anyone complained about showing player grades - that is one of the best aspects of the post-game screen. For that, they may as well remove the scores too.

    In terms of Solo Q, aren't most players in DBD playing solo? Thats the only way I've ever played DBD. Maybe BHVR should create guilds like MMOs, lol! 😁

    Apparently roughly half of all matches have a 2-4 person swf in them. Survivors playing with a friend or two is common.

  • On a tangent there was a report this week of a very large ban wave. No idea how many people it hit or what impact it had on subtle cheaters but it apparently had something to do with improved cheat detection. If so, great! Fewer cheaters the better.

    As far as my own experience, I don’t think I’ve ever seen a blatant hacker doing obviously impossible things. Once in a while I see something a little fishy, like a survivor I can’t seem to catch up to in a straight line when I play a slower killer or a survivor who gets up suspiciously fast multiple times from a down, but it’s kind of impossible to tell for sure when something like that is actual hacks or just my imagination. 🤷‍♂️

  • Vanity Mirror and Scratch Mirror Meyers are a ton of fun, I love playing them. I just wish I could finish his daily mission while using Scratch Mirror.

  • If I remember right statistically Dead Dawg is pretty even. The main building is pretty strong for survivors, but outside that building the rest of the map is almost all gameable loops the killer can beat. Personally as a killer I find the main building kind of irritating to chase in but otherwise I don’t have a problem on this map. In fact for a lot of killers having long lines of sight is useful for tracking.

  • They haven’t changed anything yet, the new tweaks they announced aren’t implemented yet.

    As far as what’s going to be changed soon,

    • they’re tightening the brackets a bit so most people will have games closer to their own MMR
    • and they’re also lowering the soft cap ceiling a bit so people in the top few percent of players get matches a little more quickly and have a slightly bigger pool of people to go against

  • @Tiufal said:

    The ONLY purpose that EGC has is to prevent hostage situations. Is it really that hard to understand? Its not to cater towards anyone. If survivors stand in the exit just force them out. Its on you if you waste 4min waiting for them to get out. And its as well on you if you chase them for 10 min after all gens are done. you could even open the gate by yourself.

    Pls, stop writing threads where you just show off you lack of gamesense.

    How is it on the killer if the survivors insist on standing around waiting for the killer to see them leave? I never bother chasing survivors at the exit unless I need to force them out for a tactical reason like keeping them from rescuing someone else. I just go look for things to break or the hatch to close or maybe occasionally catch a straggler I can down that is too far from the exit.

    Honestly I’ve never understood why literally every game after the exits are open and all the survivors are in it they don’t just leave but do this dumb “Watch Me! Watch Me!” thing. They even do it at the hatch, rather than just jump down the hatch they’ll wait until they know you can see them jump down it. So weird.

  • He probably shouldn’t get the quickscope back, but I do think he turns too slowly while aiming. I think he’s he only ranged killer whose turning speed slows to a crawl while aiming his shot, it feels like walking through mud. If he could swivel at normal speed it would be more fun to play.

  • I still want the Ventriloquist and her Evil Dummy skin for Twins some day

    Untitled Image


  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912231#Comment_2912231

    Bingo. The cap is only used for matchmaking, everything else uses your actual rating.

    Awesome! Forum bingo is the best. 😄 Thanks for the replies!

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912079#Comment_2912079

    This sounds like the stuff my wife looks at for a living - but from a neuroscientific perspective rather than a gaming one. Definitely interesting.

    Are there any plans to let us see our own MMRs, or at least give us some rough numbers regarding how much a kill/escape is actually worth? I don't see how this could be taken advantage of and it would be, at least, well - yeah. Interesting.

    https://forum.deadbydaylight.com/en/discussion/comment/2912082#Comment_2912082

    Shrug. I've always maintained that I play at an intermediate MMR, probably pushing into high-intermediate on my very best killers. I'm almost certainly a fairly low MMR survivor.

    Just FYI Mandy mentioned in another thread earlier that there are currently no plans so far to show MMRs or MMR brackets. I wouldn't be surprised though if they replace the Grades with the character icons, that seemed to be a popular suggestion and I think it got some positive response from the devs at one point.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912059#Comment_2912059

    Due to the way an MMR system calculates the rating change, that's actually not too much of a concern. The amount your rating goes up when you win is dependent on your opponents' rating. To give a massively exaggerated example, if you're at 3,000 and you beat someone who's at 1,500, the system goes, "Well yeah, of course you beat them." and barely changes your score- if it moves at all. Meanwhile, losing to someone who's way below you is going to lower your score way more than someone who's relatively close to you or better than you.

    In theory, you can endlessly climb by consistently beating people of a similar skill level. But when you get so ridiculously high that there's nobody on your level to match with, losses mean more than wins, so there's only so far you can break away from everyone else. The range of ratings can grow, but only if there are enough people to support it. (Nerdy aside: The way the system balances things like this all on its own is very interesting to me, and I have spent a lot of time staring at charts and bugging the people who work on it with all my questions.)

    Also along those lines I'm assuming that when the system calculates how much your MMR goes up or down after a match it's using your actual MMR and not the capped MMR value that's used specifically for matchmaking. So for instance if the cap is 2000 points, and a 3000 MMR killer beats a 2000 MMR survivor, they don't actually increase too much since the killer is significantly higher rated. Whereas if it were using the capped values then both players would be treated as 2000 MMR and the 3000 point killer would go up as if they were equally rated opponents.

    So while the cap is used to help get very high rated players into matches more quickly, I'm assuming it's not used for adjusting the MMRs up and down.

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